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Topic: SSR General Feedback & Suggestions Read 7996 times  

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Over the past few days I have witnessed - and partook in - some turbulent discussion over System Shock: Remastered and its demo. I am seeing lots of well-reasoned feedback over what is perceived to be good or bad in the upcoming game. I am also seeing patterns of lots of similar things brought up by many different people.

Therefore I thought it would be a good idea to get a general consensus of what the community thinks, as well as get some well reasoned opinions on board even if they lack the majority's blessing. I - or perhaps one of you - will then put together a letter covering all of these ponderings and send it directly to Night Dive Studios, in better hopes of getting people's concerns and ideas noted.

Below I have gathered and copy-pasted criticisms, compliments, and suggestions from most users who participated in the discussions.

What points do you agree with or disagree with, and why? Would you elaborate further on any?

    Table of Contents

    1. Title

    - They dropped the "remastered," so how else are we gonna differentiate it from the classic?
    - Consider for a moment the recursive insanity that their reason for changing the name to exactly the same name as the original is because they intend to make it different from the original.
    - I very much dislike that they dropped "remastered", for obvious reasons.

    2. Story, Characters, & Voice Acting

    Rebecca
    - I still hate the completely changed Rebecca storyline,
    - I disagree with the altering of the Rebecca audio log, for reasons already discussed
    - I like rebecca's VA. Her script? No. Can it, redo.
    - They ditched the old audio logs and went with new voice actors. Grrrr.
    - Do not like how statick-y rebeca's audio is, but it's a radio transmission so somewhat forgiveable, especially if there's a subtitle option or an option to listen later with some handwave about 'cleanup stored transmissions' or something.
    - The audio log of Rebecca Lansing felt forced and way too informal. How the hell did we go from: We're tracking a disruption on Citadel Station — something involving an on-board AI called SHODAN to: First things first, get something to defend yourself with, you're gonna need it!   I find it quite hard to believe that an official would say 'gonna' instead of 'going to.'. This definitely needs improvement.
    - so I only got far enough to hate that now Rebecca Lansing doesn't even know who the hacker is. What a stupid, stupid change. In the original, the fact that everyone back on Earth knew exactly what your role was in the disaster contributed directly to the player feeling that much more totally fucked. Now you're just "random guy she managed to get ahold of".
    - I'm hoping that's still in place but they changed it as a thing to reveal partway in. However Yea... they really should have put that at the start since it establishes off the bat you might be fucked no matter what you do' so there's motive to do more than just escape.
    - Also, changing the story (ie. Rebecca not knowing who you are) is a no go.  That was one of the biggest reasons why DOOM the movie sucked (I said 1 of...).  Don't change the story.
    - changing rebecca knowing about you is stupid, however I'm hopeful either that's changed around just to provide an end of demo punch to the gut 'we know all about you and your friend diego' or it'll be put right for the actual game.
    - yeah, changing the story elements like being essentially blackmailed into helping is not a good idea. the Hacker is not an innocent victim here, he got into the mess because he was stupid twice, so he's pretty much getting what was coming.
    - The only real issue I have with the demo is that they totally changed Rebecca's lines.
    - I guess they can take some artistic liberties with the logs, but the really iconic emails like that one should be kept as close to the original wording as possible.
    - Oh god please for the love of anything and everything no fucking romantic subplot. What I liked about the original's story is REbecca was just someone doing their job, that they were a woman was immaterial. Reducing her to romantic/friend material for Hacker is... Ick.
    - If Rebecca Lansing has been unable to raise anyone, there is evidence of mutagenic/biohazard, and they know SHODAN is powering on the mining laser that is powerful enough to do non-trivial harm to locations on earth YOU DO NOT ACT CASUAL! If she wer trying to slowly bring the guy up to speed and slowly coach him through so it's not one giant wham to the face? Fine but this cheeseball b movie 'better grab a weapon yer gunna need it' line is... AAUUUGH.
    - It may very well do so. One of the things i liked about Lansing's communications is that she was calmly professional about the entire situation. No cheap machismo, no flustered acting, or fear. Just a person doing their job acting as mission control. That she is a woman and doing this is a bonus as there are not enough female roles where the woman isn't somehow bait, having to play at emotion, or 'strong independent woman that don't need no man *finger snap* *side side head bob*' or some other stupidity was a bonus then and is a good refreshing thing now. Rebecca is a counter-terrorist specialist brought in for a job.
    - Rebecca stays with you throughout the entire game, reminding you on how she can make a survival horror game awkward and cringy with a simple audiolog. If i want to feel uncomfortable, i want the enemies to do that, not my allies. I just loved that even in the most dire of situations, the one that you relied on the most kept her head cool and and helped you survive through anything. If that person would make me feel awkward instead, in the worst possible situation... I can't possibly imagine the immersion break that would happen.
    - That radically shifts the interpersonal dynamic all on its own. Please, Nightdive, Keep in mind i think Lansing's actual voice actress has a good voice. I simply disagree with the lines she's given. Please keep her on, I want to see what she's capible of given a better script.

    Hacker
    - but i'm still sticking to my opinion that the efforts to portray the Hacker as a badass does not suit his surroundings a bit.
    - One more criticism though: why in the world does opening a box display the text "I wonder what is in here?". Perhaps the text is meant to represent the thoughts of the hacker? That is anti-LG design in Shock's case, as all thoughts and actions are meant to stem from the player only to the fullest extent, never the player character.
    - That animation is also anti-LG in that it represents the character having his own personality and the game is further distancing itself from potential player insertion as a result. From the moment past the hacker awakening and standing up, everything should be the player, not the player character. No sticky ladders that the PC moves onto and sticks to, no excessive anims, all player freedom and expression in this regard.
    - The animation. Tossing around the hardware is the hacker's actions, not yours, implies careless/cocky attitude which may not reflect your own, robs some degree of control as it plays out, is rather long in duration, and establishes additional unnecessary disconnect right off the bat as a cumulative result. 
    - The picking up of the implant was a bit over the top. I was able to catch a stream of the animator 1-2 weeks ago and said the same, that he was trying to look badass in a game which seems to put emphasis on survival horror so far. His explanation was something amongst the lines of: "But the hacker doesn't know the full extent of the situation yet and it's just a one-time thing" while fanboying about Thief. After telling him about the disrepancy between the survival-horror setting of the trailer and the "badassery" of his throwing items, he didn't reply.

    Female Hacker
    - You'd think one of the stretch goals would be a female hacker. For this particular game that would be almost trivial to implement. Just a different set of grunt noises and different hands.
    - I believe that female players tend to prefer being able to play female characters.
    - Female Sheperd is the most popular one to play in Mass Effect for both male and female players (including me, as a male).
    - On a serious note, it would be nice to have a choice between a man and a woman hacker.

    Storytelling Style, Atmosphere, & Game Universe
    - That said, I consider SS1 superior due to its non-linear level design and less contrived story.
    - I just hope they don't turn it into "Bioshock in space". Which, from the look and feel of it so far, I can't entirely rule out.
    - If there's one thing I worry about, it's Avellone going all verbose and pretentious on it - like he's done so many times before.
    - KotOR 2 remains one of the worst examples of trying to change something that doesn't need to be changed. Star Wars was always a romantic fantasy tale - and it was never meant to be taken too seriously. Avellone missed that completely.
    - I really hope they redo the waking up sequence because the static eels... Not right. Maybe a little faint static as you're laying on the bed but after that no.
    - I particularly enjoy exploration with hidden audio/data logs - and stuff like that. So, I hope they take the opportunity to flesh out the NPCs in that way.
    - For Medical I think they should keep the creepy intro but at some point you can turn on the lights in a global manner, making the level less dark and creepy and firing up a SS1 style soundtrack as well instead of just ambient, that would make for a nice transition
    - Nice note added to cryogenic incubator screen "Please Proceed to Reception to collect your personal belongings and check out"
    - It does look like a lot of fun, no doubt. Just not like a real believable place. Somehow it has "video game world" written all over it.
    - As much as I enjoyed the demo - I could almost immediately feel that it was "too" close to the original, and that it held almost no surprises. Once I got past the fancy new look - I must be honest and say I just wasn't that excited about replaying the game, yet again, albeit with a fresh coat of paint. I crave evolution - and exploration is only fun if you don't know what's coming. Well, that's how I feel about it.


    3. Movement, Interfaces, & Actions

    Combat & Movement
    - Player moves very slow.
    - Pipe swing is like molasses, even slower than original
    - Servbot attack distance for short arm swings seems too long
    - Movement and interaction needs to be much snappier and less clunky
    - Movement and hit detection give me the sense of fighting sloths with a slingshot in a water tank filled with honey. The player is laughably slow (don't want to frighten the console audience?), enemies are even slower. Sometimes I miss the enemy when a swing should clearly connect, sometimes the zombies' attacks seem to cover an impossible range.
    - Hit detection is worse than the original. In SS1, I had no problem pulling off the ol' "fade away slap" in melee combat, mitigating or completely avoiding damage. It simply feels clunky and unwieldy now

    World Interaction
    - Did I miss all of the hotkeys or is there really no way to quicly move an item from a container to the inventory, switch weapons, play the last email, that sort of thing? Feels clunky/finnicky and slow at the moment. Same goes for the in-game interfaces with the tiny buttons everywhere. Wasn't one of the main complaints about SS1 how its interface is so difficult to operate? Well, this one's worse.
    - for keypads and puzzles you don't necessarily have to create an interface that "takes you out of the game" or whatever, just move the camera really close to the widget so that rightclicking the individual buttons is not so finnicky
    - Oh, and letting me use my numpad as an input for the keypads, like Deus Ex: HR would be nice.
    - you can use the whole Surgical Bed to heal, not just a tiny button
    - Doors, med beds and charging stations definitely should not require buttons to frob.  It's a pain in the ass zeroing in on them when you're running around.  Save that for precision tasks.
    - and an UI overlay for the puzzles.
    - Now to use/fix a circuit you need to physically position yourself infront of it and get as close as possible. What was wrong with just right clicking and having the interface pop up?
    - I'm really not feeling the tiny interaction objects.
    - Tiny fiddly usage of keypads
    - Tiny fiddly usage of puzzle panels
    - Tiny fiddly buttons
    - The 'having to aim the mouse at the keypad buttons' please no. Too fiddly. Maybe slow time down while you do this so you're not having to squint and peck? Then again I have poor eyesight so it may just e me.
    - the keypads and puzzles might be a bit cumbersome without switching into use mode/overlay.
    - In SS1 you could get an item description immediately by clicking. This delay forces you to wait and stare until something appears... or not! Apparently only some surfaces have descriptions.
    - So, when I go around exploring new rooms - I'm very curious about the things I'm looking at. If I can't immediately identify something from just the graphics - then a description is required to satisfy my curiousity. Having to wait a few seconds for that description is exactly the same as having a long tooltip delay when you're looking for information in some new piece of software. I HATE pointless waiting of any kind.

    Ladders
    - As for ladders, they just feel really awkward and clunky.  You can't even jump into them to start climbing higher up.
    - The traditional methods of ladder climbing required some degree of skill/precision and effort to climb. Failure to do so resulted in falling off. Modern methods are totally effortless and completely safe. You just stick to the ladder and can go up/down or manual drop. Ladders in real life require stability (balance), strength/endurance (long ladders start to wear on you) and precision (mind your steps!) to climb, so the modern methods are no more realistic to me than the old, and also make it completely effortless and skill-less, and ultimately less fun to climb. Therefore, the old ways are better. The traditional method also didn't rob most of your controls like the ability to move left/right while on the ladder.
    - Ladder robs some degree of control, climbing movement is too robotic (no headbob unlike every other action), and I don't like that it is sticky. I like that old games required precision when climbing ladders, even if it was archaic.
    - For the "things I hated" file: When you're on a ladder looking down and press forward... you move backward. Took me almost a minute to figure out why my character kept backing off the top of the long ladder in the maintenance tunnels.
    - Movement restricting handrails everywhere
    - Ladder climbing takes away control
    - Ladder climbing prevents shooting while on ladders
    - Ladder handrails are excessively large
    - i think you should at least be able to use one-handed sidearms on a ladder, like a sparq, otherwise it's less immersive than just blasting away two-handed while scrolling up and down ladders

    Animations
    - Those animations are indeed too long and obtrusive
    - Software pickup anims excessive.
    - I'm sure the animation of climbing into the medbed will get very old very fast, too.
    - Medbay effect when you use it looks awesome, but it takes too long.
    - the game handicaps you for half a minute as you are forced to watch a cool animation where the player hands do the thing you were doing 'realistically'
    - game takes control away from you: when you pick up the implants and when you climb ladders (weapon is automatically holstered)
    - I think the cutscene'ish examining of each thing he plugs into his head is a tad drawn out and there's no need to toss a chip from 1 hand to the other.  That's excessive.

    Inventory
    - Hideous inventory (white squares?), I know it's temporary (let's hope!)
    - Inventory blocks view
    - Inventory blurrs view
    - Inventory is too large (same complaint as original game, oops!)
    - Inventory is missing slots for 5 more weapons (7 total)
    - Object info text is too small in the inventory
    - It's already bad enough with introducing items that take more than 1 inventory slot (aka inventory tetris).
    - Inventory needs an overhaul; looks like a placeholder. I also don't like that opening it up blurres out the screen
    - It looks like they're on the right track with the inventory but it needs a bit more work.  If they're going to do the use/shoot mode thing it should be closer to the way ss2 did it so you can still move around and do stuff while the screen is up.
    - Inventory right now looks Meh, but I'm hopeful that's just placeholder and what we're seeing is the mechanic rather than the gui.
    - GUI seems to remove the ability to throw items and all the other use mode goodness. The aesthetics are surely placeholder, so no comment there.
    - Not a fan of the full-screen inventory UI that obstructs your view and makes the background blurred.  Yeah, the original UI was a little clunky, but it had a charm to it, was functional, and allowed you to interact with your items in real time as the situation demanded. You really felt like everything was a neurologically-integrated HUD projection, whereas this is just a bland, "gamey" grid appearing out of nowhere.
    - There needs to be the ability to right-click items to auto-add them to your inventory, rather than having to pickup the items you want, one by one and placing them. Very cumbersome.
    - yeah, as mentioned in the recommendations topic, the original inventory was surprisingly functional, and I wouldn't mind the new one being close to it, but I'm guessing they are going with a full rework there.

    HUD & Cyberspace
    - no enemy lifebars by default, hoping this means a full-featured Targeting hardware is available
    - I kinda hope there's an implant that gives 'aug space' type overlays in addition to a binary 'meatspace/cyberspace' dynamic. Not a total replacement so much as information you can find if you have the right implant, the ability to leave markers for yourself or annotate objects (which would go great with being able to put things back in chests like the demo showed off.) That way you can easily see at a glance sorta what's inside that stash you made.
    - I'd love for them to use it to expand upon the hacking gameplay. As in, I'd like it to be something other than linear corridors with limited control - and reward players who dedicate themselves to hacking - like they did in SS2.
    - The best version of cyberspace was probably Tron 2.0 - and they could do something like that.

    Grenades
    - I hope the grenades are handled like several doom mods do grenades. A button press/hold and it throws relative to where your crosshairs are. On the other hand you have several grenade types along with those earthshaker explosives.

    Miscellaneous Interaction Compliments
    - Hovering over an object shows description text that is also randomized.
    - I like how if you leave your mouse over an object, after a few seconds it tells you what that is.
    - Attempting to use an unuseable object shows a randomized response yet with specific responses for particular objects (shelves, lights, etc).
    - object highlights look just like SS2, so that's nice

    4. Gameplay Generally

    RPG Elements (for and against)
    - I don't know what to think about the RPG stretch goal. On one hand, I think, cool, they're trying to making the game more complex and a bit more like it's successors. But on the other hand, I think, it would be weird if the hacker had no hacking skills.  Plus, they'd have to make the game so much more complicated so that certain character builds aren't unbalanced. But, yeah, it be cool if it was an alternate mode.
    - I think one of the strengths of the original, was the class-less design, where you could, more or less, play the way you wanted. It was a RPG in another, more direct way. To me, Shock 2 felt a bit sloppy, with the RPG elements. It felt like a step backwards. Where a lot of the emergent gameplay was based around what you poured your points into. Sort of. It did make sense in that game, but it always felt like a step away from what made the first game great. The systems were exposed directly in Shock 1. I like the feeling of a world where the tools are a my disposal, and not limited by arbitrary numbers and stats. It can be fun, but for me Shock 1 and Thief, are great examples of how to do emergent gameplay, without having a skill-tree.
    - To keep things brief, I understand why RPG elements are attractive since SS2 used them so well, but they aren't why I love SS1 and I think they'd get in the way of me enjoying them.
    - I did talk at some point for adding new elements like vending machines, that's purely because SS1 already had unused textures included in the game for an "ammo vendor" and a "health vendor", but I envisioned those more as devices that let you trade ammo for another type of ammo / a drug patch for another type of patch, something that wouldn't encumber the game with a currency or too many other extraneous elements.
    - Considering that there already is (very minor) progression systems in the original it doesn't have to be that big a change. But from the description it seems that they want to go all-in, vending machines and all.
    - Vending machines, for instance, should definitely be given more thought than simply adding them at random to levels.
    - From a gameplay standpoint I'd love vending machines (replicators). If Shock 2 is considered canon then the narrative reasons are covered/can be copied over in some form. I don't think you should be able to buy weapons because the weapon placement in the original was pretty solid, but reduce the amount of ammo given from the environment a touch then that covers the purchasing of ammo. Some weapon upgrades should be able to be bought, others placed in the environment to better reward exploration. Nanites should be extremely scarce and finite so you can't just buy 1000 batteries and medpatches, though inventory carry limitations also help in that regard. I'm talking extremely scarce nanite amounts. Never should you feel you have enough to buy even half of what you want, even if all you want is a couple of medpatches and batteries. 
    - (Regarding vending machines) Now THIS would be Bioshock in space... Honestly, I don't feel SS1 needs 'vending machines' at all. I don't even feel that SS2 did. They make an already terribly easy game even easier. The recycler does the same, though it's a cool idea on paper. I always think a really good rule of thumb is that you can expect the players to find your game vastly easier than you intend, and this is just as true for modern games as for older games - trying to severely limit pickups and currency so that players will struggle just won't work, in the end, except to make the game prohibitively difficult for a less skilled audience. Reminds me of how with FTL, they intended the player to win maybe 5% or 10% of the time on easy mode, but there's many high-level players, myself, included, who can win nearly 100% of the time on hard.
    - (Regarding vending machines) As for 'some weapon upgrades bought and some found', how do you get a sense of what's there? You can't plan out an upgrade path properly if you're relying on finding upgrades and buying them. Either you go with all-found (meaning the player doesn't worry) or all-bought (so the player is rewarded by meticulous planning and judicious upgrade paths), or you fuck up basically.
    - (Regarding carry limitations) Wow, just dreadful. Don't do this. Carry limitations in this form would have to exist through stack limitation, which is generally quite awful and, with good reason, not used by most RPGs, or FPSes beyond ammo pickups. I think a good example of doing this well is the RE series, which had unstackable health items, weapons, keys etc. and stackable ammo, but basically the ammo stack allowance was so big you'd almost never fill it - and if you did, it would just start a new stack on another space, not fail to allow you to pick it up. You also had a magic quantum chest to store stuff and balance this however, which you just wouldn't get away with now. They also made weird design decisions like having a grenade launcher take up the same space as a single tiny room key, and through some omniscient bullshit you knew when you no longer needed a key in the game. While it didn't make sense, it never felt immersion-breaking and it helped to make the mechanic of limited inventory space an ingame 'worry' rather than an out-of-game frustration.
    - I do not want character leveling. Unlike in Doom 2016 there is no praetor suit to act as excuse, thoug hI suppose one could argue the implants act in much the same way and harvesting corpses or activating triggers that tell the implants to unlock added functions could work.
    - Exploiting different areas of the station, like medical, or Engineering or a machine shop on the flight deck I could see though.
    - Uh... the RPG system in SS2 was a broken, unbalanced mess, and arguably the one thing in the game that didn't really work (other than weapon decay). I'm still kind of hoping this will be more SS1 than SS2, but I guess a hybrid could work too.
    - I liked the SS2 RPG system (yes, it WAS horribly unbalanced), but I think they should instead improve the hardware system. That & the weapons were the heart of player progression in SS1, and the choices lay in how you chose to use the energy. It's outdated now, but something in that vein would be more in SS1's spirit.
    - I don't want to have to reach X level to unlock Y area. And once I get above X level have the encounters in Y area becomes trivial instead of needing to use skill, cunning and the right tool or weapon to defeat my enemies. Or need X skill points(or whatever) to unlock Y skill so I can use Z weapon. Or need X skill points in Y skill so I can do more damage to all enemies with Z weapon. That was one of the things I really hated about SS2, that I needed to train a certain skill to be able to use certain weapons or increase my skill level for a certain weapon to do more damage with it, instead of doing like the original where the various weapons had different effects on different enemies. It resulted in me only being able to use 2 or 3 weapons making encounters/fight boring and feel like they were just in the way as there was no need for skill to defeat them as I just had to fire a couple shots with my gun to kill them.
    - Come on, Night Dive, you have an amazing almost survival horror/metroid/souls game with space theme from 1994 as a basis, there's not a lot of things that need to be changed mechanics-wise. I really don't see the need for an "RPG system" or "weapon upgrades". Even crafting seems completely unnecessary.
    - What if the RPG mechanic is savanging skillsofts and or materials from dead crew members and or cyborgs to use/modify to use with your implants? Like... Not lock out what you can or can't do if you decide to focus knowledge on guns (+accuracy and damage) vs Technical (+repair and modifying stuff) but there's only so many things to get and so much skull space for things to slot in at a time. I'd say you could hot swap, but frankly that just leads to tedium. However I liked shock2's approach that just because you path in Navy at the start doesn't mean you can't pick up psionics to help out now and then, or marine with some hacking for security, or the like. Point is less 'hurr durr exp' and more think on what a millitary set of implants would have as its main strengths. Adaptability to whatever you pick up. Robustness to not fry when confronted by the stresses of combat. A far wider range in what software you can load in verses task oriented civilian or even police models.
    - Well what i described initially is very what Shock1 does anyway so look at that and expand along logical lines. Repairing a robot you fried and or bashed in so it'll serve you with a chance it either immediately or over time will flip back to SHODAN's programming/control seems interesting. Sure you have allies... but how long and how far can you trust them to stay loyal?

    Hardcore Mode
    - "Hardcore mode (No respawning)" Sigh, It's supposed to be mild restrictions on limitless saving, not no respawning. This "hardcore" mode would just encourage save scumming to the fullest extent. Turok has been said to be one of Kick's favorite games so he should understand the difference.

    Co-op Mode
    - Beyond that, I'd kill for a cooperative multiplayer mode - so I can share the experience after completing the game once.
    - I think high moddability, alongside co-operative multiplayer support, could over time make SSR a much greater game than Night Dive Studios ever envisioned. We should really push for this.

    Miscellaneous Gameplay Compliments
    - Can put objects back in crates
    - I like that you can put items back in the boxes they come out of. This helps in setting up caches you can fall back to.

    Miscellaneous Gameplay Suggestions
    - Add more implants, more software versions, more puzzles, more quests, a nice little spacewalk, enhance enemies with interesting patrol routes and sensory system ala SS2/Thief, fun physics based interactions, mod support.
    - It makes more sense for a remake to add things that weren't technically possible over 20 years ago, but that fit the game without changing what the game is (especially when there already was a sequel that scratched that particular itch). Use the funding to put 20 years of Moore's law into interactions that enrichen the experience and world, but don't change the game type. Physics, lighting and AI were extremly limited back then, so go do more fun things with that.
    - Here's hoping they change some of SS1's original design. The game is over 20 years old and some of the decisions they made back then weren't very good. Obviously the controls need an overhaul, but hopefully they change some of the level design like the platforming in later levels and rework some of the puzzles which were very obtuse. I hope they also change how the cameras work to be more like SS2 and add randomly generated enemies, seeing as combat will be a bit easier, to keep the tension high at all times.
    - Am I the only one who kinda liked how you could control your weapon independently from your body in SS1? I don't know if there's a way to implement that without ruining the streamlined controls - but I always thought it was kinda neat.
    - I seen far too many good games where developers want to do a remake or reboot, only to have them add something to the game that don't fit with the original design to make it more modern and ruin it. Why cant developer just once in a while try to keep to what actually works and not try to fix something that don't need fixing?

    5. Visuals

    Art Direction
    - The art style looks very similiar to the first game, and that's a good thing. Subtle and not-so-subtle changes here and there are good.
    - significant upgrades to visuals and a streamlined control system.
    - This is a fantastic remake that looks almost identical to the original game and has very little significant difference so far. The art style is even being penned by the Robb Waters. How much more respectful can you *actually be* toward the game without literally reinterpreting the designs with no artistic license at all?
    - As a huge fan of SS1 (Top-3 of all time) - I think it looks very good.
    - I very much like the art in general.  It feels authentic.  Bit too flashy but tone that down and it looks very good IMO.
    - Graphics and art direction is generally good. 
    - The way in which level design has been updated while still remaining minimalist is impressive.

    Lighting & Contrast
    - some light elements ( green door switches in particular) are simply too vibrant
    - definitely could use less flashiness,
    - The hacker's surroundings around the already-lighted areas are too dim, and lighted objects are too bright. If there are no lights on at all in a room, okay, but most of the deck is lighted and it's still too dim. It sets the wrong atmosphere for a place like the Medical Deck, leave that for later parts of the game.
    - Point filtering on textures conflicts with style
    - Excess bloom usage
    - Excess reflectivity
    - Excess saturated lighting (colored lighting should be subtle for main lights)
    - Poor lighting contrast
    - the contrast between light source and amount of light it threw off were... AAUUGH EYES! PLZ STOP!
    - As I stated in the polygon thread i hate how bright the light bits are compared to the surroundings. It messes with my eyes since 'BRIGHT THING RIGHT THERE IN SEA OF DARK.'
    - Post processing effects (bloom, HDR, etc) are way overdone, so is color saturation
    - and everything is way too flashy
    - Not 'dreary bright visuals'. I thought the remake had too much contrast, as in dark areas where you cannot see shit, and then on the other hand really bright details and lights with dreadful bloom effects that blind you, alongside with shiny shaders etc. What I want is not 'dreary and bright' but 'soft and colourful'.
    - Biggest problem with the visuals seems to be the deliberate omission of standard texture filtering. Strange choice when they're so intent on modernising the visuals.
    - My eyes hurt.  Way too much post-processing.  Dial down the bloom... a lot.
    - Some areas are overly dark, and there is far too much contrast between the shiny bright details and the darker environment surrounding them, which quickly becomes an eyesore. Especially when you have to do the complete-the-circuit puzzles on keypads that have bright sparks flying out of them, for which there is no HUD display.
    - I think, as I feared, that the lighting effects are a tad overdone, and would prefer a less shiny look for a horror game set on a utilitarian station, especially the spark effects in healing and charging. Maybe show the Hacker grabbing a charging cable? Really shiny storage room, for example.
    - Is there a way to tone down how gorrem bright the effect lighting is? Having single ULTRA BRIGHT light sources in stupid dark everything else fucks with my eye. I want that to be configurable.
    - My eyes are constantly assaulted by a shitton of different effects, none of which I can disable right now. Not only do I find excessive bloom, DOF, oversaturation, or other fullscreen effects hideous, they distract from the game and make it difficult to notice details. The overabundance of environmental effects and animated textures clutter up the screen and I have a hard time discerning decals from actual switches and items. I don't care about "spooky" smoke or flashy sparks. If I can't see what's happening in the game, then the art department messed up royally. Truly bizarre when you think about how much better SS1 and SS2 are in this regard while still perveying the feeling of being alone on a derelict space station infested by horrible things in the dark that want to kill you. Sometimes, less is more. I do like the general asthetic, but they're unfit for a game of this type at the moment.

    Effects
    - Nice to see the waveforms at the top of the screen.  It was a nostalgic thing to see preserved.
    - The settings on the Sparq are really hard to see
    - Distorted graphical glitch effect when taking damage. This could get annoying over time. Perhaps only render if damage > some value, or only to certain damage types.
    - Not so much regarding the bloody screen.  I hated that.  Loss of contrast, temporary darkening or fuzz would make more sense after being hit in the head but nobody sees blood in their peripheral vision when you hit them.
    - Blue electricity effects are just too much IMO.  Save them for when it really makes sense.
    - some effects could use a bit of toning down, sparq is just a laser pistol, not a railgun or tesla coil.
    - The Sparq beam looks pretty cool, but for a thing that sure makes such a lightshow, you'd expect it to have a bit more of a punch. Put that beam on a heavier weapon and give the Sparq beam something a bit less extreme.
    - I thought the Sparq beam had only two settings, until i pressed F once and my energy drain was a lot lower than expected! Further expection showed me there were not two, but four settings, but i simply wasn't able to see them

    Ragdoll Physics
    - dead ragdolls for robots or heavy mutants moving and wobbling like they're made out of foam rubber is still in, please mess with the physics settings so things have proper weight
    - the ragdolls will need work. so many games out there with this done all wrong, let the remake not be one of them.
    - The ragdolls were a lot better than the pre-alpha footage where we saw brown mutants but yea still a little bit jelly like.

    Blurring
    - It's also really strange that the inventory blurs out your entire view, but doesn't pause the game.
    - Not a fan of the full-screen inventory UI that obstructs your view and makes the background blurred.

    Headbopping
    - The head bob, while cool from an immersion standpoint, makes me nauseous within minutes- even before the demo was complete. I've always been like this, and apparently it's somewhat common. Games like the original  Star Wars: Dark Forces back in the day had the option to toggle the "head bob" on/off, and without that, I would never have been able to complete it, much less get past the first level.

    6. Designs

    Cyborg Enforcer
    - The enforcer's mecha-arm is grossly out of proportion however.
    - I actually had a whole different impression of the Enforcer Cyborg from the original than what they showed here. I still remember finding one in an Interrogation room with a dead body next to it, so they must have some kind of intelligence and brutality to them the others didn't, to pull off these interrogations. After some daydreaming I came up with the idea that if it would be remade, it would have energy-shields around her robotic arm and use it to protect herself while trying to get close enough to you, pulling off all kinds of maneuvers and maybe even putting supressing fire on you until she's close enough to rip your limbs off. The kind of Cyborg which doesn't need to fire to be scary, basically. Pssh... Hey NightDive, if you're reading this, it's not too late to implement this yet! Just saying!
    - Yes, agree with your comments on the enforcer. Let's hope it get's toned down in the game..
    - Looks like a lobster at the moment..
    - I can see the resemblance but where's the red body suit?  What happened to the feminine physique and why put a 500 lb robot arm that would normally spot weld a car body onto a 100lb woman?
    - The "construction claw arm" is what gets me.  No no no...it's an enforcer, not some panel moving grunt.  She...it...isn't found near the construction zones such as on level 3 or 6.  The enforcer is a higher tiered high-powered enemy who hunts down the player like a SHODAN cop.  The claw is for apprehending meatbags.
    - Man that's a departure. The original SS1 version looked BAD ASS. Kinda red ninja-ish. The new look, looks more like a construction unit.
    - I kind of wish they looked more like their original design.
    - He also finds it amusing that the Human Corpse is a higher tier than the Cyborg Enforcer.

    Cameras
    - Their blobby shape, and the way they just clunk to the floor, reminded me very strongly of Portal. This is not a good thing. I want to see those damn cameras blow up when I destroy them.
    - not a fan of the bioshockesque cameras.

    Miscellaneous Design Compliments
    - Robots look good
    - I like the mutant look.
    - I also dig the design of humanoid mutants, given that they are the product of TriOp experiments on creating maintenance workers, they still manage to look pretty creepy in a way.
    - Most of the stuff looks really good.  The drone looks amazing. 
    - Weapons seem much more enjoyable and visceral than the original (to be expected of course).

    7. Music

    - Don't get me wrong I can enjoy some classical but that's what all the games do these days, and they don't do it very well either.
    - P.S. The music. The original tunes would be a great gift to oldfag...oldschool fans.
    - Violin music on cue?  Please...
    - Violin music is just wierd, cliche creepy
    - (I don't like the) Change in music over to a more Dead-Space sounding style.
    - Some things are also set in stone by the kickstarter too, like a neurofunk cross orchestrated soundtrack. Yawn.
    - I couldn't care less about an orchestral soundtrack, though, and I think the added death sequences sound like a complete waste of resources. There's no doubt the soundtrack could use a modern upgrade - but there's no reason to waste so much money on doing it with an orchestra. In fact, I think they should consider a fully ambient soundtrack - and have the original music available as an option.
    - Orchestral music. Must everything these days feel like a dramatic Hollywood film that tries to be really deep and greater than life? I liked System Shock as the funky, colourful cyberpunk fantasy it originally presented itself as. Why make it into another Alien: Isolation?
    - As for the forgettable orchestra bit, there is still hoping that they decide to only use it as a foundation for a more synthetic soundtrack.
    - Personally I dislike the citadel theme; Seems far too bioshock-esque and why the melancholy violins? This is Triop's mining base hoovering up moonlettes, planetoids, asteroids, and so forth alongside using those materials in research. Why the sad strings as its anthem? I could see more of a 'distorted corporate anthem' as citadel's theme first distorted by Diego's subversion of the system for his own gain, and then by SHODAN as she plays mad scientist.
    - and I think this kind of melancholy orchestral soundtrack is a bit too cliché.
    - I quite like the medical, reactor and cyberspace tracks in the original. What I have heard of the Reboot's tracks sounds more like Dead Space.
    - boring generic music (reminding me of Bioshock at the end)
    - Not digging the lack of music, and the music that is there I'm not finding impressive or fitting the theme. Still, music triggering based on events/triggers is a good approach to take, but I'm not too fond of the music execution overall from what I see so far.
    - the music at the end does not fit at all, I'm going to kindly assume it's trailer/studio music for the outro of the video
    - Also (on the subject of the topic), I don't like the music as well.
    - no bioshockesque "much amaze" music when looking from windows, please. you are not viewing a marvel of engineering like Rapture here, it's just our solar system, the view being the future equivalent of someone looking at the countryside from a mining hut today.
    - lack of music is apparent; particularly when the original soundtrack did a great job of contributing to the cyberpunk aesthetic of the immersion, which was a large part of the appeal for me. Likely a concession to modern "survival horror" games- I hope this will be rectified.
    - Though looks like we shouldn't expect music by Eric Brosius already. Hopefully I'm wrong though and they'll change their mind again because this is my main issue right now (but who knows, I bet they going to surprise us more).
    - And there is no "purism" about music, it's like saying that only purists wanted Klepacki in modern CnC games. SS is a cyberpunk game after all, not some space opera Hollywood blockbuster or Amnesia clone.
    - Seriously though, they really should just stick to the original music if they can't come up with something better. Even that track in the trailer was quite generic and had no SS feel. I'm really surprised that Brosius isn't working on the music instead, he definitely would make better OST.

    8. Backer rewards

    - Also, the higher-tier pledges such as having an enemy or crewmember named after you sound very immersion-breaking.
    - However, as a lesson that ought to be learned, don't make the game you're working on a playground for kids with money to burn.  If you want to provide incentives, do so in ways that have nothing to do with the game content.  Give them "stuff", invite them to have a pizza lunch with the devs, give them a car for all I care.  Don't start mangling the game with cute little winks to every person who throws cash at them.  That sort of thing really ruins my enjoyment of the game.
    - Backer rewards are generally cancer. Said it before and I'll say it again.

    9. Modding

    - that reminds me, I don't think I've seen modding tools/editor in any of the stretch goals.
    - Personally I consider moddability and good modding tools, most notably a good level editor, to be one of the most important things in keeping a good game alive - for decades, even. Look at Doom, Quake, and Half-Life. It was easy to create custom content for them because their engines and tools were so accessible. Now I should say Valve Hammer Editor is a good example of this, whereas ShockEd is not, because of how complicated it is owing to a lack of some basic functions. Yet, it is infinitely better than the babby-tier editor in Doom 2016 that basically only lets you stick together prefabricated lego blocks. I think high moddability, alongside co-operative multiplayer support, could over time make SSR a much greater game than Night Dive Studios ever envisioned. We should really push for this.[/list]
    « Last Edit: 03. July 2016, 18:06:48 by Aurora »
    Acknowledged by: Hikari
    66ee4dc931d78
    Edited for better readability.

    Edit: and more.
    « Last Edit: 30. June 2016, 22:19:19 by Aurora »
    66ee4dc932027
    You do God's work. thank you for sifting the threads to find relevant info for our corporate overlords to sift through.

    66ee4dc932124DKDArtagnan

    66ee4dc932172
    Thank you for the hard work!

    This is for no one in particular, as all kinds of people contributed:

    A lot of those criticisms would be a lot more appropriate if this was a remaster - or if they called it LG's System Shock.

    As it is, though, it's not a remaster - and something more akin to a reboot, according to the developers themselves.

    Wouldn't it be easier to accept that? Otherwise, you're facing 1.5 years of frustration - and people constantly pointing out that they're still doing what they always said they would do.

    They own the rights now. THEY decide what to do with it. The stretch goals are plain as day: significant changes are intended.
    Acknowledged by: Hikari

    66ee4dc93256aDKDArtagnan

    66ee4dc9325bb
    Updated.

    If it's not too much to ask, is there a way you could highlight updates? :)

    I'm assuming they're the last lines, but it's hard to know for which sections new ones have been added.

    66ee4dc93267cDKDArtagnan

    66ee4dc9326c6
    Am I the only one who kinda liked how you could control your weapon independently from your body in SS1?

    I don't know if there's a way to implement that without ruining the streamlined controls - but I always thought it was kinda neat.
    66ee4dc9329b9
    If it's not too much to ask, is there a way you could highlight updates? :)

    I'm assuming they're the last lines, but it's hard to know for which sections new ones have been added.

    I'll include all added comments in update notes from now on.

    66ee4dc932b82DKDArtagnan

    66ee4dc932bd1
    I'll include all added comments in update notes from now on.

    I appreciate that, thank you.

    66ee4dc932e82RocketMan

    66ee4dc932ed1
    This is a very constructive thread.  Thanks.
    66ee4dc9333c4
    Added the following comments:

    - I very much dislike that they dropped "remastered", for obvious reasons.

    - Uh... the RPG system in SS2 was a broken, unbalanced mess, and arguably the one thing in the game that didn't really work (other than weapon decay). I'm still kind of hoping this will be more SS1 than SS2, but I guess a hybrid could work too.
    - I liked the SS2 RPG system (yes, it WAS horribly unbalanced), but I think they should instead improve the hardware system. That & the weapons were the heart of player progression in SS1, and the choices lay in how you chose to use the energy. It's outdated now, but something in that vein would be more in SS1's spirit.
    - I don't want to have to reach X level to unlock Y area. And once I get above X level have the encounters in Y area becomes trivial instead of needing to use skill, cunning and the right tool or weapon to defeat my enemies. Or need X skill points(or whatever) to unlock Y skill so I can use Z weapon. Or need X skill points in Y skill so I can do more damage to all enemies with Z weapon. That was one of the things I really hated about SS2, that I needed to train a certain skill to be able to use certain weapons or increase my skill level for a certain weapon to do more damage with it, instead of doing like the original where the various weapons had different effects on different enemies. It resulted in me only being able to use 2 or 3 weapons making encounters/fight boring and feel like they were just in the way as there was no need for skill to defeat them as I just had to fire a couple shots with my gun to kill them.
    - Come on, Night Dive, you have an amazing almost survival horror/metroid/souls game with space theme from 1994 as a basis, there's not a lot of things that need to be changed mechanics-wise. I really don't see the need for an "RPG system" or "weapon upgrades". Even crafting seems completely unnecessary.
    (Edit: added the RPG stuff below)
    - What if the RPG mechanic is savanging skillsofts and or materials from dead crew members and or cyborgs to use/modify to use with your implants? Like... Not lock out what you can or can't do if you decide to focus knowledge on guns (+accuracy and damage) vs Technical (+repair and modifying stuff) but there's only so many things to get and so much skull space for things to slot in at a time. I'd say you could hot swap, but frankly that just leads to tedium. However I liked shock2's approach that just because you path in Navy at the start doesn't mean you can't pick up psionics to help out now and then, or marine with some hacking for security, or the like. Point is less 'hurr durr exp' and more think on what a millitary set of implants would have as its main strengths. Adaptability to whatever you pick up. Robustness to not fry when confronted by the stresses of combat. A far wider range in what software you can load in verses task oriented civilian or even police models.
    - Well what i described initially is very what Shock1 does anyway so look at that and expand along logical lines. Repairing a robot you fried and or bashed in so it'll serve you with a chance it either immediately or over time will flip back to SHODAN's programming/control seems interesting. Sure you have allies... but how long and how far can you trust them to stay loyal?

    - Here's hoping they change some of SS1's original design. The game is over 20 years old and some of the decisions they made back then weren't very good. Obviously the controls need an overhaul, but hopefully they change some of the level design like the platforming in later levels and rework some of the puzzles which were very obtuse. I hope they also change how the cameras work to be more like SS2 and add randomly generated enemies, seeing as combat will be a bit easier, to keep the tension high at all times.
    - Am I the only one who kinda liked how you could control your weapon independently from your body in SS1? I don't know if there's a way to implement that without ruining the streamlined controls - but I always thought it was kinda neat.

    - Though looks like we shouldn't expect music by Eric Brosius already. Hopefully I'm wrong though and they'll change their mind again because this is my main issue right now (but who knows, I bet they going to surprise us more).
    - And there is no "purism" about music, it's like saying that only purists wanted Klepacki in modern CnC games. SS is a cyberpunk game after all, not some space opera Hollywood blockbuster or Amnesia clone.
    (edit: added this below)
    - Seriously though, they really should just stick to the original music if they can't come up with something better. Even that track in the trailer was quite generic and had no SS feel. I'm really surprised that Brosius isn't working on the music instead, he definitely would make better OST.


    - that reminds me, I don't think I've seen modding tools/editor in any of the stretch goals.
    - Personally I consider moddability and good modding tools, most notably a good level editor, to be one of the most important things in keeping a good game alive - for decades, even. Look at Doom, Quake, and Half-Life. It was easy to create custom content for them because their engines and tools were so accessible. Now I should say Valve Hammer Editor is a good example of this, whereas ShockEd is not, because of how complicated it is owing to a lack of some basic functions. Yet, it is infinitely better than the babby-tier editor in Doom 2016 that basically only lets you stick together prefabricated lego blocks. I think high moddability, alongside co-operative multiplayer support, could over time make SSR a much greater game than Night Dive Studios ever envisioned. We should really push for this.

    Some are from the eurogamer.net article linked in another thread.
    « Last Edit: 02. July 2016, 00:12:31 by Aurora »

    66ee4dc933516Nameless Voice

    66ee4dc933563
    I like the idea of this thread, but I think we'll need to trim it down a lot.  In its current form, it's just too long to easily read or to send as an email.

    You're basically collecting all of the useful feedback from the various other threads (because, let's face it, we wander far away from the topic at times in those threads), but I think you also need to summarise it into bullets points / shorter paragraphs rather than directly quoting what everyone said.
    Acknowledged by: Kolya
    66ee4dc933668
    That's the idea. I wouldn't just send a huge unsorted wall of text to NDS, though I would link back to this thread and explain that all of this stuff is what the suggestions are compiled from. Perhaps someone can help me in summarising the points, as well? One person per section?

    66ee4dc933768Learonys

    66ee4dc9337b2
    Looking through the post, I see a lot of points which has been said twice, and a lot of points which could be summarised in a slightly larger point. Adressing this should trim quite some fat off the post. Still, I like the idea of this as they don't really have their own forums/bugtracker/etc. yet.
    Acknowledged by: Hikari
    66ee4dc9338d6
    It looks like the kickstarter is stalling now, which'll probably make Night Dive Studios more receptive to the criticism that's going around. I think we should get this letter sent out - they might have time to work out some changes or at least announce changes to their plans while the kickstarter's still going.

    However, I will not have time to summarise this whole thing into points anytime soon. As such I am asking for anyone's help in doing this - even if it's just one part of it. Anyone?
    66ee4dc9339e2
    I'd emailed them the thread link, but I can make a go at trying to summarize and condense. It'll probably be tomorrow lateish before I can get a rough here to make sure I'm not taking too many liberties with what everyone else thinks is important but barring anything major going on I can give it a spin. Worth trying at least.
    66ee4dc933ab5
    Thank you!

    Any parts you plan to work on in particular?
    66ee4dc933ba8
    Either the 'rebecca' complaints or the music because rebecca/the changes her segment seems to represent are fairly severe storywise, and music because hiring an orchestra is expensive and that money can be better used especially if the end result is something we don't want.

    66ee4dc933c3eLearonys

    66ee4dc933c60
    If you want to, i can condense the points made from the bottom upwards, and point the finished work as a seperate post for review. Is that good?
    66ee4dc933dff
    That would be excellent, thank you!

    66ee4dc934064Learonys

    66ee4dc9340b4
      Examples from points may have been deleted, they're not essential.

      Some points have been rewritten, to sound more appropiate or less like a copy&paste quote.


    9. Modding

    - There has been no sign of a release of modding tools yet. It would be (really) important to add (an) accessible, easy-to-use tool(s) to the game in order to keep the game alive for an extended period of time. A mod could maybe even support multiplayer co-op and other things, to make the game greater than it ever was!



    8. Backer rewards

    - Also, the higher-tier pledges such as having an enemy or crewmember named after you sound very immersion-breaking. Other rewards simply don't make sense at all. At least keep the names reasonable and not too distracting if they are going to be added.
    - Make stretch goals more relevant to the original, existing game content, so people with less money will have more incentive to back the project. Very high pledges should not be rewarded with in-game content, so even the poorer chould be able to have an impact on the game on other ways than throwing cash at the project. [/list]





    7. Music

    - The orchestral score generally is not liked, as it's overused to some, too cliché or dramatic to others, not very shock-ish and too bioshock/deadspace/etc-ish and others don't simply don't seem to be impressed by it. The violin, and how it's used to convey certain emotions, seems to be disliked the most, as it does not fit the game at all.
    - Instead, stick to the roots of the cyberfunk, colourful and less generic original soundtrack and just remix it to work with the reboot, which is easier and cheaper, while pleasing many existing fans of the series.
    - What also could be considered is fully ambient soundtrack - and have the original music available as an option instead. Just make sure there is no complete lack of music, unless it's done intentionally off course.
    - Some people seem to wonder what happened to Eric Brosius, and his imput on the game soundtrack. Any info on this?

    6. Designs

    Cyborg Enforcer
    - The enforcer's mecha-arm seems to be very unrealistic andout of proportion. It's generally not what people expected it to be.
    - It seems like the Enforcer seems to have turned into some construction-working grunt, which was not the original purpose of this cyborg. People expected it to be some kind of SHODAN-cop instead, which was brutal and intelligent enough to interrogate people (Security level Interrogation room reference). She could be used to "force" people in submission in other ways than raw force but by more creative means, by possibly using shields on her robotic arm to protect herself while she gets closer to the Hacker.


    Cameras
    - Some people seem to liked how camera's used to explode in the original, and think they look too much like their portal/bioshock counterpart.

    Miscellaneous Design Compliments
    - The robot and mutant look generally is liked, The mutants' look really convey the experiments of TriOptimum on them, and how they tell a story while remaining creepy.
    - Weapons seem much more enjoyable and visceral than the original (to be expected of course).


    5. Visuals

    Art Direction
    - The art style looks very similiar to the first game, and that's a good thing. Subtle and not-so-subtle changes here and there are good. Some of the art seems to be a bit too flashy, but nothing too serious.
    - significant upgrades to visuals while remaining an authentic look, and a streamlined control system.
    - I very much like the art in general.  It feels authentic.  Bit too flashy but tone that down and it looks very good IMO.
    - The way in which level design has been updated while still remaining minimalist is impressive.
    - Biggest problem with the visuals seems to be the deliberate omission of standard texture filtering. Strange choice when they're so intent on modernising the visuals.
    - Point filtering on textures seem to conflict with the current graphical effects of the game.

    Lighting & Contrast
    - Excessive usage of bloom, reflectivity and saturated lighting (colored lighting should be subtle for main lights). Poor lighting contrast in the bright and dark rooms. Some lights themself seem to be considered a bit too bright aswell by some. All these effects seem to overwhelm the player and distract from the game, and makes it more difficult to discern decals from actual items and switches. It needs to be a lot more 'soft and colourful'. Examples are floor lights, and sparks in general. This could also be turned into a configurable setting, for the people that do like this.
    - Effects like smoke and sparks could help bring atmosphere in the game, but needs to be taken with moderation. Rely on the general lighting and surroundings on themselves instead to tell a story.
    - People also don't seem to like the lightshow items like the medical bed and charging station seem to create. It feels out of place and unrealistic for a horror game.

    Effects
    - Nice to see the waveforms at the top of the screen.  It was a nostalgic thing to see preserved.
    - Distorted graphical glitch effect when taking damage. This could get annoying over time. Perhaps only render if damage > some value, or only to certain damage types.
    - Some people don't seem to be too much of a fan of the blood effects when you get hit. Loss of contrast, temporary darkening or fuzz would make more sense after being hit in the head but nobody sees blood in their peripheral vision when you hit them.
    - Blue electricity effects need to be toned down a bit. Save the lightshow from the charge station for when you actually get zapped instead.
    - The Sparq beam looks pretty cool, but for a thing that sure makes such a lightshow, you'd expect it to have a bit more of a punch. Put that beam on a heavier weapon and give the Sparq beam something a bit less extreme.

    Ragdoll Physics
    - dead ragdolls for robots or heavy mutants moving and wobbling like they're made out of foam rubber is still in, please mess with the physics settings so things have proper weight.

    Blurring
    - It's also really strange that the inventory blurs out your entire view, but doesn't pause the game. The blur should be removed.

    Headbopping
    - Some people seem to get a bit nauseous from the head-bobbing effect, but does look cool. This should be turned into a toggleable effect.

    I'm kind of tired of this right now. I will finish the remainder later, unless someone decides to finish it for me.
    Acknowledged by 2 members: Hikari, Aurora
    66ee4dc9341b6
    Your summation is superrior to mine. Going to continue work on mine (lost power for part of the day.)
    Acknowledged by 2 members: Learonys, Aurora
    4 Guests are here.
    You'd think this sounds dire, but one of their sysadmin guys shrugged it off like it was nothing.
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